diff options
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 33 |
1 files changed, 21 insertions, 12 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index cb981f55c5a..0ad9258bcc0 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -510,6 +510,7 @@ BL_Material* ConvertMaterial( } } } + // above one tex the switches here // are not used switch(valid_index) { @@ -588,6 +589,9 @@ BL_Material* ConvertMaterial( MT_Point2 uv[4]; MT_Point2 uv2[4]; + uv[0]= uv[1]= uv[2]= uv[3]= MT_Point2(0.0f, 0.0f); + uv2[0]= uv2[1]= uv2[2]= uv2[3]= MT_Point2(0.0f, 0.0f); + if( validface ) { material->ras_mode |= !( @@ -731,14 +735,14 @@ static MT_Vector4* BL_ComputeMeshTangentSpace(Mesh* mesh) MT_Vector3 *tan1 = new MT_Vector3[mesh->totvert]; MT_Vector3 *tan2 = new MT_Vector3[mesh->totvert]; - unsigned int v; + int v; for (v = 0; v < mesh->totvert; v++) { tan1[v] = MT_Vector3(0.0, 0.0, 0.0); tan2[v] = MT_Vector3(0.0, 0.0, 0.0); } - for (unsigned int p = 0; p < mesh->totface; p++, mface++, tface++) + for (int p = 0; p < mesh->totface; p++, mface++, tface++) { MT_Vector3 v1(mesh->mvert[mface->v1].co), v2(mesh->mvert[mface->v2].co), @@ -830,9 +834,10 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* } } - meshobj->SetName(mesh->id.name); meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert); + if(skinMesh) + ((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.resize(mesh->totvert); for (int f=0;f<mesh->totface;f++,mface++) { @@ -882,7 +887,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* Material* ma = 0; bool polyvisible = true; RAS_IPolyMaterial* polymat = NULL; - BL_Material *bl_mat; + BL_Material *bl_mat = NULL; if(converter->GetMaterials()) { @@ -892,6 +897,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* ma = give_current_material(blenderobj, 1); bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj, layers); + bl_mat->glslmat = converter->GetGLSLMaterials(); // set the index were dealing with bl_mat->material_index = (int)mface->mat_nr; @@ -1066,19 +1072,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* d3=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v3, &mesh->dvert[mface->v3], polymat); if (nverts==4) d4=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v4, &mesh->dvert[mface->v4], polymat); - poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,d1,flat, polymat)); - poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,d2,flat, polymat)); - poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,d3,flat, polymat)); + poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,d1,flat,polymat,mface->v1)); + poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,d2,flat,polymat,mface->v2)); + poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,d3,flat,polymat,mface->v3)); if (nverts==4) - poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,d4, flat,polymat)); + poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,d4,flat,polymat,mface->v4)); } else { - poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,polymat,mface->v1)); - poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,polymat,mface->v2)); - poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,polymat,mface->v3)); + poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,false,polymat,mface->v1)); + poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,false,polymat,mface->v2)); + poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,false,polymat,mface->v3)); if (nverts==4) - poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,polymat,mface->v4)); + poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,false,polymat,mface->v4)); } meshobj->AddPolygon(poly); if (poly->IsCollider()) @@ -1116,6 +1122,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* layer.face++; } } + meshobj->m_xyz_index_to_vertex_index_mapping.clear(); + if(skinMesh) + ((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.clear(); meshobj->UpdateMaterialList(); // pre calculate texture generation |